The man only known as Yuuki Terumi is one of the primary antagonists of the BlazBlue series and a former member of the Six Heroes, as well as the creator of the Azure Grimoire. He is also the founder of both the Novus Orbis Librarium and Sector Seven, often manipulating both sides to reach his goals. He first appeared as a playable DLC character in BlazBlue: Chrono Phantasma.

Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks.

Increases the Heat gained from Drive attacks and generally improves them in terms of hitbox, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks. It also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super, it also gets rid of Heat gauge cooldown, meaning you can use a distortion and then proceed to gain meter as you normally would. Nightmare Reaper also allows Terumi to cancel any super into his Exceed Accel on hit and block allowing him to easily end his combos with big damage and gain active flow.

Suppressing opponent's meter gain often limits their options and combo damage against Terumi.

Astral Heat is extraordinarily easy to combo into, giving him an easy way to quickly end a match.

Benefits immensely from Overdrive and Active Flow.

Extremely high max combo damage that is actually practical.

Mixup game is bad without meter.

Very weak Air-to-Ground game, his only aerials that have a good vertical hitbox (J.D and J.2D) are both slow, and J.2D whiffs easily due to the forward movement

Range on his Normals make it difficult for him to get in and stay in, especially against zoners (without meter) or characters with superior range and footsies, pretty much helpless against characters with disjointed hitboxes (Amane, Nine), also makes him very susceptible to barrier

Has a very hard time confirming punishes at his max range without meter: Snakebite does not connect at maximum range, and 6C can have issues connecting at that range.

The hurtboxes on some of his normals often extend before the attack becomes active, meaning he must be very careful against footsie-oriented characters.

Lacks reversal options without 50 Heat or Overdrive, making him reliant on both resources.

Terumi's 5B has much shorter range than the average 5B. However, it is +2 on block, making it an excellent pressure tool. Thanks to Terumi's fast run speed, this can also be used as a high damage counter poke in his neutral game.

5C moves Terumi forward, allowing him to stay in his opponent's face and helps a little bit to prevent his normals from whiffing due to the opponent Barrier Blocking. Due to 5C only being -2 on block, it can sometimes be used as a tick throw option. Terumi is also considered airborne at around the first active frame, so it can also be used as a throw bait if timed right.

5C can be jump canceled on the first hit; however you cannot double jump or air dash after jump-canceling. It is strongly advised you do this if they do an overdrive raid on the first hit because it will make the second hit miss and open you up for a punish. In pressure you can jump cancel the first hit and follow up with J.2D to extend your pressure, this is gapless (assuming you did it as clean as possible) on most hitboxes (leaving you at +2 though instead of +3) and leaves a 1-frame gap on shorter hitboxes (Mai, Bullet....) (and leaves you at +3)

With meter this move can be used for mixups as rapid cancelling the first hit puts you airborne, so you can for a nasty J.A/J.B overhead, you can also wait till right before the second lands and RC into a throw or low.

Curiously, the second part of the move is programmed to only activate when Terumi starts falling, so if some external force launches him upwards (Such as Kokonoe's Gravitron), Terumi will be stuck in recovery from his initial attack until he starts falling.

Clocking in at 7 frame startup while being +0 on block, this is one of the main pieces of Terumi's pressure game, and is also useful for throw setups. It can be used to get out of pressure, but the range is not that great.

This move has some of the best range of his non-Drive attacks, and it is his main low hitting normal. As such, this is used in his mixup game and in neutral, where his Drive normals are too slow to cut it. Beware of opponents with good instant blocking skills, as it makes any gatling to a C or D normal from this move besides 3C and 4D have a gap. The recovery is also really bad, to the point where caution needs to be exercised.

Terumi's hurtbox extends during the startup frames and is as long as the hitbox, so be careful with it in footsies.

This is one of his longest ranged normals, reaching slightly farther than 2B, not very good in neutral though, due to the startup and extended hurtbox making it easily counterpoked. It is jump-cancelable on block and hit, and unlike 5C, you can double jump and air dash when you jump cancel it. However, just like his other long range normals, it has pretty bad recovery on it, so be careful with its placement.

It is useful in pressure as you can jump cancel it into J.2D without leaving much of a gap (4F)

Fast, hitbox covers his entire head, good horizontal range, and jump-cancelable on hit and block. In other words, this is Terumi's true anti-air, and a great one at that. The only downside is the damage off of it; even with Heat, it can leave a lot to be desired on normal hit.

On Counter Hit, it has a lot more hitstun, allowing for good damage and Heat Gain.

This normal goes under highs, and also has lower body and throw invulnerability. 6B can also be feinted by holding down B for throw setups and mind games. The weakness of this normal is that it has no mid or projectile invulnerability whatsoever. Most 5Bs and DPs will blow Terumi up for abusing this move. Also, the feint has no kind of invulnerability whatsoever, meaning it is exclusively to play mind games with opponents that respect Terumi's pressure, and in certain matchups to bait reversals (Hakumen's Zanshin Drive, Noel's Chain Revolver Drive, Jin's Yukikaze).

How much this normal is used depends completely on the matchup and how well the opponent can instant block. Some matchups will be using it sparingly, but in others it will be spammed a lot.

This is Terumi's longest ranged normal. However, it cannot be canceled into anything but a Rapid Cancel, but it is possible to combo after it without meter on Counter Hit. It is very unsafe on block and whiff (and also puts you in a Counter hit state for the recovery's duration) so if this does not connect or there is not enough meter to Rapid Cancel, Terumi will be punished heavily for it. Because of this, 6C will mainly be used as a combo ender, extender with meter, whiff punisher, and for all kinds of hard reads. Beware that instant blocking the second hit leaves a small gap which your opponent can perform a reversal with, so waiting for the third hit before rapid cancelling is not foolproof.

An all-purpose air normal, but compared to some of his other normals, it is not that good of a jump-in. It has great horizontal range, and OK vertical range, can cross up in the later parts of the move, and hits twice.

This is a heavily altered version of Hazama's j.C. Where Hazama mainly uses this for combo filler (Terumi does this too), Terumi's j.C sees a lot of use in neutral. j.C would mainly be used as a way for Terumi to protect himself from an approach where j.D won't cut it due to its speed. Not that great of a jump-in, but it is still good to use off of an instant air-dash.

Terumi's hurtbox extends to the end of his hand, which is about half of the hitbox.

This is Terumi's 2nd longest ranged normal, as well as his go-to poke. The max range of this move is NOT at the tip but at around the snake's eyes (just short of the tip). This move is NOT a projectile, but it can nullify projectiles and hit the opponent at the same time. The startup and recovery are pretty sizeable, so Terumi must be careful when throwing this out.

At max range (especially if it was used to counter poke or whiff punish), Terumi is not going to get any reasonable damage or Heat Gain unless he already has Heat or gets a Counter Hit.

Combos from counter hit 6A. On its own it's way too slow to be used reliably, and is therefore rarely used. Only ever useful against opponents late teching, or if you know that they're not going to do anything other than block.

In 2.0, this move received a greater pull-in effect so you can actually capitalize on it's frame advantage

Note: This move IS a projectile, and like his other drive moves can also Nullify projectiles

Overdrive

350*3

All

40

15

6

+11

P1*

Gains 35% Heat on hit, 22% Heat on block

Drains 6% Heat from the opponent

Has a much bigger hitbox, but the uses (or lack thereof) are the same as the normal version. Unlike the normal version, it hits 3 times instead of just once.

Followup hits only occur if first hit lands and they're relatively close.

Forces standing for followup.

Combo filler only. Not recommended for anything else because he has other normals that can fulfill those other purposes.

Overdrive

350,250*4, 550

All

18

3

24

-8

B

Fatal Counter

Gains 42% Heat on hit

Drains 5% Heat from the opponent on hit

Very important combo filler for his OD combos, as it has great meter gain and the scaling is'nt bad (unlike 236D and OD loops) allows Terumi to tag a super at the end, though the height and distance makes it hard (if not impossible) to connect certain supers. On the last hit, Terumi kicks the opponent farther/higher than the normal version, if hit high enough you can also follow up with another 6D from about halfscreen (requires a microdash outside the corner) for alot of meter without much scaling

Terumi's main air to ground normal; the hitbox is massive and Terumi doesn't extend his hurtbox. This allows him to prevent his opponent from approaching too carelessly unless they want to give him free meter. However, J.D's slow startup makes it bad to throw out if the opponent is too close. The small amount of landing recovery allows some characters to punish Terumi on whiff, but this isn't easy to do for a lot of the cast.

It can be very hard to confirm into combos on normal hit, 5D only links if j.D is done as late as possible. j.D has a lot of pushback and knockback, making all of his other normals hard to link as well.

Got buffed in 2.0, making it easier to follow up on counter hit, it can generally combo into 5D unless you hit very early in your jump

When an airborne opponent is hit, unless it is a Counter Hit, the only options are to use meter or chain into j.2D.

Can Nullify projectles

Overdrive

660

All

-

-

-

-

HP

Gains 20% Heat on hit, 7-8% Heat on block

Drains 2% from the opponent on hit and block

Hitbox becomes even bigger, making it even harder to contest. Thanks to j.2D's changes in OD, it can be used as OD combo filler.

Terumi's pressure reset tool. Combined with jump startup, the fastest it can be done is 20 frames. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from 5C (1) or 2C

On block, assuming you execute perfectly:

5C (1)>jc>J.2D is gapless on most hitboxes and leaves a 1-frame gap on shorter hitboxes (Bullet,Arakune,Mai e.t.c)

2C>jc>J.2D leaves a 4-frame gap

This move's main use is as an Overdrive combo extender and as an air combo ender.

J.2D can also be used as a meaty if you know your opponent will Emergency tech due to it's abundance of active frames (8), it's frame advantage (which can go up to +8 if timed right) and the abilty to safejump or option select reversals if timed right

Overdrive

640

High

15

8

Until L+7

+3

H

Gains 14-15% Heat on hit, 8-9% on block

Drains 2% from the opponent on hit and block

While the hitbox doesn't change, it now causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great OD combo filler and pressure option.

In overdrive you gain access to the 4D>J.2D loop which can be done multiple times to (re)gain meter

Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.

Beware of doing air grabs with the opponent too close to the corner. If they are, they will not wall bounce and they will simply be put in a hard knockdown, where only Jakyou Messenga can reach in time to combo.

Decent whiff punisher when meter is needed, and one of Terumi's main combo enders, as well as an extender with meter. It is Distortion-cancelable on the first and third hit, and Terumi can RC throughout the move. When used as a combo ender, however, it can be very hard to punish rolls midscreen, but it can be used to catch rolls on specific combo enders (6C, 22C). Very unsafe on block so be careful throwing it out.

It can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff.

A major change in BBCF is that this move now has a minimum height restriction; due to this, the move doesn't fully animate on airborne opponents too far from the ground. However, Terumi can follow up with 5A or 5B after hitting an airborne opponent, giving the move corner carry abilities.

Terumi rushes at the opponent enveloped in a snake-shaped aura, covering up to ¾ of the screen (air version varies depending on how high Terumi is when used).

On a successful hit, around 3000 damage combos can be used with minimum requirements. Unlike in BBCP, it now only has projectile invulnerability, so it can't be used as a reversal; however, the projectile invulnerability is active from the first frame, so it can be used as an anti-zoning tool. It is -4 on block, and even on Instant block puts you too far away from the opponent to be punished.

No longer his best Distortion Drive in terms of utility, but still good for getting in on zoners or punishing projectile supers.

Overdrive

600, 1440 (2040)

-

4+6

10 (22) 4

36

-4

B

Overdrive (Air)

600, 1440 (2040)

-

4+3

Until L

20

-

H

Minimum damage: 680

OD version adds an additional rush to the attack (ground and air version), negating the side switch. It also does more damage and gives more time to follow up.

His main reversal option. Very fast, but also very punishable on block or whiff. Recommended to use when you have 100 meter so you can rapid cancel it safely. Can be followed up on Counter Hit.

Overdrive

1000*5

-

1+4

4,4,4 (15) 6 (14) 4

9+21L

-35

Ground: B*4, HAir: H

Minimum damage: 1100

OD version adds an extra kick at the end which groundbounces the opponent, allowing follow-ups; the ground version gives 8 frames to follow up, while the air version gives 11 frames, making it a staple OD combo extender. The OD version can be very useful as a reversal option as even on block you can make it safe by cancelling into your EA.

The B version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and can be used as a corner combo extender, not that good in this version due to the Combo-Timer nerf, making it eat up too much combo time to get much out of it.

Can be used to end combos, giving you worse damage than his other supers, but better Oki

Normal(A)

2253

-

13+2

2

28

-13

F

Minimum damage: 545

The A version is a low. With 100 Heat, this is a legit mixup, but the damage is low for the amount of resources used. The A version cannot be followed up without 100 Heat. Wallbounces towards Terumi midscreen; wallsticks in the corner.

When Rapid Canceled on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos (or for a taunt.)

As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing it in instead of his usual round win quotes.

Overdrive(B)

3166

-

13+2

2

16

-1

B

Overdrive(A)

3166

-

13+2

2

28

-13

F

Minimum damage: 890

Increases the damage of both versions, making them do the same amount of damage. Unlike in BBCP, the B version doesn't have the bow at the end of the OD version.

Superflash only occurs on successful guard point, however heat is consumed at the start of the stance, not the attack.

Extremely high-risk, high reward move.

When triggered, it creates a hitbox on the ground in front of Terumi which activates the counter if the opponent is caught by it. As such it will guardpoint, but not counter, jump-ins, crossups, and rising moves like Inferno Divider.

A tricky move that is extremely useful against predictable opponents that can be used as a nasty punish. Part of the trick of this move is that it looks very similar to his normal walk cycle. It is possible to condition your opponent to see this move coming and mix it up with just walking forward. If they try to use a low or throw (which beat venomous bite) you can beat them with 6B. However, the best way you counter this move is simply to wait; At the end of the walk, Terumi will lose his guard point, stand still and shrug his shoulders while still in a counterhit state, allowing them to use the best possible counterhit they have, activate overdrive, pick their nose etc...

As such, this move is generally way too high-risk to advise using over your other defensive options as it loses to almost everything, against heavily telegraphed or reactable moves however (such as Tagers charging sledgehammer) you can use it, especially if you have another 50 heat lying around, even moreso with OD, as you can get anwhere from 6-7+K Damage with it (it also almost guarantees active flow).

Catch (OD)

-

-

-

-

187

-

-

Attack (OD)

80*5, 2800 (3200)

-

-

6

-

-

-

Does increased damage, becomes super-cancelable on a successful counter, and can counter lows. Other limitations still apply, however.

Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away.

Very strong combo ender due to its very high minimum damage. In CF, it is the highest damage finisher at all heat levels. Also doubles as his second metered reversal option, although it is slower than 623B but has MUCH! more invul. It will always use up all of Terumi's Heat on a successful hit. When at 75 Heat and below 100, Terumi has 8 frames to follow up with a normal; however, the follow-up only comes into play if this move is used as a reversal.

OD version drains a lot of the opponent's Heat (up to 53%; 5% Heat for every 5% Heat Terumi has). 100 Heat version does insane damage on hit. 75% version does more damage, and follow-up is still possible, but Terumi cannot get as much from it as the regular version. 50% version, besides the Heat drain, remains unchanged.

If first hit guard crushes, the second hit confirm into the rest of the attack.

Minimum damage: 1740

Terumi shoots out a chain either straight (236236D) or at a 45 degree angle (214214D). If it connects, he shoots another chain and lifts the opponent into the air. He then pulls himself to the opponent, inflicting great pain with his mightily kicks and slashes. In the great final, he lunges into his victim from above while covered in his diabolic energy resembling a green lindworm and devours them, including their screams of pain.

Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on normal guard, and if Barrier Blocked, it pulls his opponent to him, leaving him/her in a good position. This is mainly used to close out matches midscreen and against zoners to blow up projectile throwers and punish them fiercely. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen; anti-air version is roughly 1 1/2 character lengths, although if they are too close, it becomes inconsistent) or it will completely pass through the opponent.

Overdrive

5907

-

9+18

Until Offscreen

Total 103

0

P*

Minimum damage: 2330

OD versions are completely unblockable. Because if this, it can be used to play mind games with the opponent or on Overdrive Raid (GCOD) against projectiles to punish them for massive damage.

Last hit can be cancelled into Terumi's Exceed Accel for insane damage.

Terumi performs a flying kick towards the opponent (his 6D's finisher), covering much more ground than most EAs. This does usually mean that if it gets blocked that Terumi will be in a bad position. If it connects, he summons a portal from which several small snakes attack the opponent. Puts Terumi in Active Flow if he hasn't already been in it already. On Active Flow, Terumi summons a single, large viper instead, Has full invul.

As of 2.0 has minimum damage and is punishable on block (-10) and puts him in a counter-hit state

Because of the effects of Nightmare Reaper, Terumi can super-cancel most of his supers into this move even on block.

Terumi creates a red portal with his Ouroboros chains on the ground in front of him. If the opponent is caught in it, he proceeds to shoot out dozens of green snake-like energy blasts at the opponent from a portal summoned behind him while laughing like a maniac, then turns into the Black Susano'o and uses a mighty slash to finish the opponent off.

A very easy Astral Heat to land. Can connect from 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.